Entity Stamina
Every NPC and mob has a parry stamina system that determines when they can be staggered or fully stunned. This system rewards proper parrying through creating windows of opportunity + extra damage against enemies.
All values mentioned on this page can be adjusted in-game. Use /parrymodsettings to configure them.
Overview
- 400+ entity types have stamina stats by default, with a custom settings files for modded bosses
- Stamina is invisible to players by default (but can be shown via a nameplate display)
- When stamina reaches zero, the entity enters a full stun
- Parrying is the most effective way to drain stamina
How Stamina Drains
Stamina is reduced in two ways:
| Source | Formula |
|---|---|
| Normal damage | incoming_damage * damaged_stamina_multiplier |
| Parrying | Flat parried_stamina_change value (typically 35) |
Parrying usually drains significantly more stamina than dealing regular damage, making it the primary way to break an enemy's guard.
Stamina Regeneration
After a delay (typically 3-5 seconds without taking hits or being parried), an entity's stamina begins regenerating and a dark green plus particle plays on them. The delay and rate are set per entity type.
Stagger (Short Stun)
A stagger is a brief interruption triggered randomly when you parry an entity.
| Property | Details |
|---|---|
| Trigger | Random chance on each parry (per-entity stagger_chance) |
| Duration | 1.25 seconds |
| Effect | Entities can't move or attack |
Specific weapons can provide a flat or percentage bonus to the stagger chance, making it easier to interrupt enemies with certain gear. See Weapon Configuration.
Staggers give you a moment to reposition or land a free hit, but they don't grant bonus damage like a full stun does.
Full Stun
A full stun triggers when an entity's stamina reaches zero. This is a much more dramatic and rewarding event.
| Property | Details |
|---|---|
| Trigger | Stamina reaches 0 |
| Duration | 5.0 seconds |
| Visual | Stun animation plays with particle effects (stars/bubbles above the entity) |
| Audio | Guard break sound plays |
| Effect | Entities can't move or attack |
Critical Damage Window
After a 2-second delay from the start of the stun, a critical damage window opens (indicated by a red circle around the entity's chest). Hitting the stunned entity during this window deals bonus damage (2.5x by default).
This damage multiplier can be overridden per-weapon, allowing certain weapons (like daggers) to deal even higher critical damage.
Hitting a stunned entity wakes it up and restores its stamina. Charge up one powerful attack rather than a weak one.
Enchantment Integration
If the Simple Enchanting mod is installed, the Coup de Grâce enchantment multiplies the stunned critical damage further. Each level increases the damage multiplier, stacking on top of stunnedDamageMultiplier.
See Simple Enchanting for details.
Status Effects and Stuns
By default, status effects (poison, fire, etc.) do not wake stunned entities. This can be changed via /parrymodsettings if you want environmental damage to interrupt stuns.
Stamina Display
An optional stamina nameplate can be shown above entities, displaying their current and maximum stamina. The display lingers for 5 seconds after the stamina bar is full before hiding. Enable it via /parrymodsettings.
Per-Entity Configuration
Each entity type has its own stamina stats (stored in entity_stamina.json):
| Property | Description |
|---|---|
max_stamina | maximum stamina pool |
stamina_regen_timer | delay before stamina starts regenerating (milliseconds) |
stamina_regen_rate | how fast stamina regenerates per tick |
damaged_stamina_multiplier | how much normal damage drains stamina |
parried_stamina_change | flat stamina drained per parry |
stagger_chance | probability of a stagger on each parry (0.0 to 1.0) |